Loading...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 | /* SPDX-License-Identifier: GPL-2.0+ */ /* * Internal header file for scenes * * Copyright 2022 Google LLC * Written by Simon Glass <sjg@chromium.org> */ #ifndef __SCENE_INTERNAL_H #define __SCENE_INTERNAL_H /** * expo_lookup_scene_id() - Look up a scene ID * * @exp: Expo to use * @id: scene ID to look up * Returns: Scene for that ID, or NULL if none */ struct scene *expo_lookup_scene_id(struct expo *exp, uint scene_id); /** * resolve_id() - Automatically allocate an ID if needed * * @exp: Expo to use * @id: ID to use, or 0 to auto-allocate one * @return: Either @id, or the auto-allocated ID */ uint resolve_id(struct expo *exp, uint id); /** * scene_obj_find() - Find an object in a scene * * Note that @type is used to restrict the search when the object type is known. * If any type is acceptable, set @type to SCENEOBJT_NONE * * @scn: Scene to search * @id: ID of object to find * @type: Type of the object, or SCENEOBJT_NONE to match any type */ void *scene_obj_find(struct scene *scn, uint id, enum scene_obj_t type); /** * scene_obj_add() - Add a new object to a scene * * @scn: Scene to update * @name: Name to use (this is allocated by this call) * @id: ID to use for the new object (0 to allocate one) * @type: Type of object to add * @size: Size to allocate for the object, in bytes * @objp: Returns a pointer to the new object (must not be NULL) * Returns: ID number for the object (generally @id), or -ve on error */ int scene_obj_add(struct scene *scn, const char *name, uint id, enum scene_obj_t type, uint size, struct scene_obj **objp); /** * scene_menu_arrange() - Set the position of things in the menu * * This updates any items associated with a menu to make sure they are * positioned correctly relative to the menu. It also selects the first item * if not already done * * @scn: Scene to update * @menu: Menu to process */ int scene_menu_arrange(struct scene *scn, struct scene_obj_menu *menu); /** * scene_menu_send_key() - Send a key to a menu for processing * * @scn: Scene to use * @menu: Menu to use * @key: Key code to send (KEY_...) * @event: Place to put any event which is generated by the key * @return 0 if OK, -ENOTTY if there is no current menu item, other -ve on other * error */ int scene_menu_send_key(struct scene *scn, struct scene_obj_menu *menu, int key, struct expo_action *event); /** * scene_menu_destroy() - Destroy a menu in a scene * * @scn: Scene to destroy */ void scene_menu_destroy(struct scene_obj_menu *menu); /** * scene_menu_display() - Display a menu as text * * @menu: Menu to display * @return 0 if OK, -ENOENT if @id is invalid */ int scene_menu_display(struct scene_obj_menu *menu); /** * scene_destroy() - Destroy a scene and all its memory * * @scn: Scene to destroy */ void scene_destroy(struct scene *scn); /** * scene_render() - Render a scene * * This is called from expo_render() * * @scn: Scene to render * Returns: 0 if OK, -ve on error */ int scene_render(struct scene *scn); /** * scene_send_key() - set a keypress to a scene * * @scn: Scene to receive the key * @key: Key to send (KEYCODE_UP) * @event: Returns resulting event from this keypress * Returns: 0 if OK, -ve on error */ int scene_send_key(struct scene *scn, int key, struct expo_action *event); #endif /* __SCENE_INTERNAL_H */ |